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Mise en scène encompasses the most recognizable attributes of a film – the setting and the actors; it includes costumes and make-up, props, and all the other natural and artificial details that characterize the spaces filmed.

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First off, there is notable contrast in the picture between the background and the colour of the font and picture - the colours used are red and yellow and put on a black background, which helps to catch the audiences attention. The name of the actors are in a hierarchy as Paul Newman has the lead role, his name is higher than the rest of the cast names and so on. the white space used on the poster allows th audience to focus simply on the photo of the burning building and this helps the audience have an idea of what the film is about, whilst also creating suspense. The title font is at the top of the hierarchy as it is the largest in size and has a more eye-catching font, but also it has a different colour in it in a gradient style, this not only represents again what the movie is about as it looks like fire, but the font used in the world "inferno' can be read as being unsteady or melting, such as a burning building. The balance used in this poster is not very distributed, as it can be seen that the picture of 'The Architect" is slightly higher up than the picture of "The Fire Chief", but against this could just be to create a hierarchy of importance.

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White Space
White space means negative space, like the spaces between you content, lines and outer margins, there is no one way to use white space correctly, but it helps you define and separate different sections, it gives your content room to breathe if your room seems cluttered.

Hierarchy
Hierarchy is a visual technique that can help the viewer navigate your work - it shows them where to being and where to go next by using different levels of emphasis. you decide what you want the reader to notice first and make it stand out by making them bold, larger or more eye catching using colour etc.

Typography
Typography is the style or appearance of text, or the art of working with text.

Font
Serif fonts have little strokes called serifs attached to the main part of the letter the provide a classic look and are useful in traditional projects. Sans serif do not have this, they are considered clean and modern.
Display fonts can be fancy, decorative and fun, and are best for small amounts of text such as titles

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Balance Alignment
Balance is the qual distribution of visual weight and can be affected by things such as colour, size, number and negative space. A composition should be balanced because it calls attention to the right things. An example of finding balance could be by using The Rule of Thirds

Alignment
Whenever you type an email ro create a document, the text is aligned automatically. It is important for your alignment to be consistent, it means that each grouping is also evenly spaced with equal sized margins and it makes your work easy to navigate. Without the consistent alignment, your work could seem disorganised.

Contrast
Contrast means that one item is different from another. Contrast can help to catch a readers eye, or call attention to something of importance. it can be created using colour, visual weight, size and shape or even styles of text etc.

Repetition
Repetition simply means that every project should have a consistent look and feel. It means finding ways to reinforce your design by echoing certain elements such as a colour palette or header style

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Line
Lines appear freuqently in design and can be straight, smooth, jagged etc., the appear in drawings, illustrations, patterns and text compositions to guide and seperate. You should pay attention to weight, texture, colour and style as they can have a big impact. Different line qualities can give different effects.

Shape
A shape is any 2D area with a recognisable boundary, such as a circle, square and triangle. They fall into 2 distinct categories, geometric (regular e.g., circle, square) or organic, where the shapes are more freestyle.Shapes help to communicate ideas visually by giving them heft and making them recognisable, for example we understand street signs, symbols and even abstract art.

2D and 3D
When a shape becomes 3D, it is called a form, they can exist in the real world or be implied using techniques like light, shadow and perspective to create an illusion of depth.

Texture
Texture is the physical quality of a surface - like form, it can be 3d, something you touch or see, or it can be implied, suggesting that it would have texture if it existed in real life. In design, it adds depth and tactility to otherwise flat images, they can appear smooth, touch, hard or soft.

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Third-person perspective puts you in direct control of a character that you can actually see in front of you. Third-person, in grammar is referred to as he, she or it. This means that you are not directly the person you are controlling. You do not control his thoughts or what he looks at. An example of this include The Legend of Zelda games such as the latest one - Breath of the Wild.
The Advantage of this particular perspective is that it allows the user to have more practical abilities compared to a side scroller where it is only left/right, jump, crouch, shoot or attack etc. 3rdperson view can make it especially n shooting games to take cover whilst having a view of the surrounding area making it better for the user to not get killed in action.

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Context sensitivity, when operating correctly, should be practically transparent to the user. The primary reason for introducing context sensitivity is to simplify the user interface. Rather than have buttons that do a single action and only a single action, have button(s) that can do multiple actions when the time is needed. Like picking up a weapon, opening a door, take contol of a vehicle etc. all on one button. This can be found in games such as Kingdom Hearts and Final Fantasy.

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Aerial or top down view is a game perspective where the player sees from above looking down that shows the player and the area around him/her. This can also be referred to as bird’s eye view. This specific camera view is usually at a fixed point or rotation. Commonly used in 2D role playing video games and even action and adventure games. Games such as Final Fantasy, The Legend of Zelda and one of the really first Grand Theft Auto games are a few games that feature a top down view. An advantage of a top down view is that is easier to create a new environment content, meaning that you can add in extra features in the game flawlessly, this can improve the layout of the game and the users experience. The example here is from Dead Nation Apocalypse.

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A side-scrolling game, side-scroller or 2D is a video game in which the gameplay action is viewed from a side-view camera angle, and the onscreen characters generally move from the left side of the screen to the right (or less commonly, right to left) to meet an objective. An example of this would be the original Super Mario Bros or a game like Donkey Kong, even as the games updated and modernised, they stuck with the same scrolling perspective.
The advantage of 2D side scrolling games is that is very easy to make, in terms of being an amateur games maker as they can easily create an image of what type of game they want to make. In contrast, modern day side scrolling games lets you create depth in the game i.e. the jumping, climbing aspects of the game. This creates a world of possibilities for the game to have platforms, different tiered levels which aren't possible in aerial view games. The graphics of the game can also be in more detail as there is less artwork to deal with so the graphics of the game can be more focused on.

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First Person
Games with a first-person perspective are usually avatar-based, wherein the game displays what the player's avatar would see with the avatar's own eyes. Thus, players typically cannot see the avatar's body, though they may be able to see the avatar's weapons or hands. An example of a game like this is Call of Duty, a first person shooter game.
The Advantage of First Person games is how the game player can easily get engaged with the game as they believe that they are part of the game and can easily immerse themselves in the game, which gives a realistic feel of the game.

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Some good examples of good interface design features include clarity, both in terms of visual hierarchy and content - there should be absolutely no ambiguity over the way your interface operates, high responsivity - it cannot feel as if the interface is lagging to keep up with their mouse clicking and keyboard tapping, and attractiveness - some aesthetically pleasing typography and a pleasant colour scheme can go a long way in making the user feel more at home when using your interface. Some bad features may include navigation if a menu on a game is not easy to get around or the layout is not consistent, if the typography will look bad if the words are off centre or the game uses too many different fonts and styles, and finally if the elements used in the design are inconsistent or don't relate to the game in away way are not effective and can make the game confusing and aspects can feel pretty pointless.
Protected characteristics such as colour, sound and language may be affected if a person is colour blind, deaf or speak a foreign language, it could mean that the interface used would not necessarily work for them and the game experience could be 'ruined'.